event_inherited(); if (interact && !can_talk) { can_talk = true; is_talking = 1; scr_text(); } if (can_talk) { switch (npc_flag) { case 0: with (msg) { message[0] = "* Hey, thanks for saving me back# there!"; message[1] = "* Now I can stand in place at a# higher elevation."; } can_talk = false; npc_flag++; break; case 1: with (msg) message[0] = "* Work is rad."; can_talk = false; break; } }